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View Full Version : D&D 3.x Class ""It is never about whom a person is ..." 3.5 Class [P.E.A.C.H.]!!!



TheFamilarRaven
2014-05-26, 09:12 PM
" ... rather, it is who that person will become." - Senator Falcus Edara, speaking about the existence of Warped Souls.


Hello Playgrounders! Thanks for taking the time to look at this class! Just a few things I'd like to say about it. First, that it is designed for my campaign world, (not to worry though, it's generic enough to fit in any world), as such some of the abilities/fluff is drawn from aspects of my world. Second, I'd like to say that while I am happy with the abilities it currently has, I am planning on adding more, so any suggestions in that department would be great! :smallbiggrin:

But without further ado ....


The Warped Soul

The multi-verse is random, chaotic and unpredictable. From the creation of the Gods and Celenus, to the fate which drags mortals along. No one can know what the future will bring, or by what logic the world operates. Like the Gods themselves, some mortal souls are born imbalanced, imbued with either light or shadow, scarring them for life, setting them apart from the rest of their kin. It has been debated whether or not this is a blessing or curse, ever since the knowledge of these "Warped Souls" became wide-spread. For despite their appearance, each Warped Soul is their own person, individual, and just as unpredictable as the Void itself.

Adventures: Warped Souls are often ostracized for who they are, causing many to have no home of their own. This of course makes them natural adventurers, eager to seek a name for themselves so that their reputation will put to rest any concerns about their nature. Some small groups of Warped Souls have banded together, seeking to claim a land of their own to settle in, where they won't be molested. Perhaps the imbalances in their soul drives them to do great good or evil. Or maybe a Warped Soul seeks to lash out at fate, to spite the world for making them who they are.

Alignment: Warped Souls may be of any alignment, due to the imbalance within themselves, Warped Souls may favor the alignment of their Void Aspect. But this is not a guarantee. As mortals, they are not tied to any one alignment, and often times, the environment and experiences that shape the individual's personality will in turn shape their world view.

Religion: Because of the very nature of Warped Souls, many have a deeper understanding of the ideology of the Gods, and therefore do not feel the need for spiritual guidance. However, this does not mean they disdain the Gods. Warped Souls with an angelic aspect (that are good aligned), may not devoutly follow a religious doctrine, but they may feel inclined to carry out a God's will upon the material plane, directly or indirectly. Warped Souls with a fiendish aspect (that are also evil), may feel the same way, except of course they'll follow the ideals of an evil aligned deity. Neutral Warped Souls may not follow a deity at all.

Background: Becoming a Warped Soul is not something that can be forced. No training exists that enables mortals to possess the powers that a Warped Soul has. No, one is always born a Warped Soul, whether or not their powers manifest themselves as soon as they are born, or later in life is another question. Because just like the Void that sired them, so too is the development of Warped Souls random.

Races: Any race can become a Warped Soul. Dragons, elves, humans, dwarves, all can be altered. Most of the time, the most common race of Warped Souls is simply the most prevalent race within the world.

Other Classes: A Warped Soul may not work with others, depending on their attitude. Other classes that have no connection with the divines may regard them with some suspicion, while members of a divine class may regard them with either resentment or reverence (depending on the aspect of the Warped Soul and the deity of the divine class). Druid is perhaps the only class that may regard Warped Soul with neutrality, waiting to see how they conduct themselves before passing judgement, while wizards are most likely to be fascinated by the magical science of Warped Souls.

Role: In an adventuring party, a Warped Soul's role varies slightly with the abilities they choose from their aspect powers. Ultimately though, they make suitable front line combatants, as well as boasting several supernatural abilities to help themselves or their allies in combat. Outside of combat, they make appropriate spokesmen, using their social skills and class features to sway others.


Game rule Information
Warped Souls have the following game statistics.

Abilities: Strength is fairly important, as it increases the damage of melee attacks. Although Charisma can be considered equally important, as it determines the strength and frequency of the Warped Soul's abilities. Constitution is always desirable for the extra hitpoints.

Alignment: Warped Souls may be of any alignment, although they may lean towards good or evil depending on their aspect.

Hit Die: d10

Starting Gold: As a Paladin

Class Skills
A Warped Soul's class skills (and the key ability for each skill) are Bluff* (CHA), Climb (STR), Craft (INT), Diplomacy* (CHA), Jump (STR), Handle Animal (CHA), Intimidate (CHA), Knowledge (Religion) (INT) Knowledge (The Planes) (INT), Knowledge (Pick one) (INT), Ride (DEX), Sense Motive (WIS), Spot (WIS) and Swim (STR).

Skill Points at 1st Level: (4 + Int modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier.

* = aspect skill

Table 1-1 The Warped Soul

\n\n\t
[tr]
Level
Base Attack bonus
Fortitude Save
Reflex save
Will Save
Special


[td]1st
+1
+2
+0
+2
Choose Aspect, Aspect Power, Aspect Trait (Skill, Detection)


2nd
+2
+3
+0
+3
Aspect Power


3rd
+3
+3
+1
+3
Aspect Trait (Vision)


4th
+4
+4
+1
+4
Aspect Power


5th
+5
+4
+1
+4
Aspect (Resistance)


6th
+6/+1
+5
+2
+5
Aspect Power


7th
+7/+2
+5
+2
+5
Aspect Trait (Resistance, Vision)


8th
+8/+3
+6
+2
+6
Aspect Power


9th
+9/+4
+6
+3
+6
Aspect Trait (Communication, Damage Reduction)


10th
+10/+5
+7
+3
+7
Aspect Power


11th
+11/+6/+1
+7
+3
+7
Aspect Trait (Wings, Vision)


12th
+12/+7/+2
+8
+4
+8
Aspect Power


13th
+13/+8/+3
+8
+4
+8
Aspect Trait (Immunity)


14th
+14/+9/+4
+9
+4
+9
Aspect Power


15th
+15/+10/+5
+9
+5
+9
Aspect Trait (Aura, Damage Reduction)


16th
+16/+11/+6/+1
+10
+5
+10
Aspect Power


17th
+17/+12/+7/+2
+10
+5
+10
Aspect Trait (Resistance)


18th
+18/+13/+8/+3
+11
+6
+11
Aspect Power


19th
+19/+14/+9/+4
+11
+6
+11
Aspect Trait (Immunity)


20th
+20/+15/+10/+5
+12
+6
+12
Aspect Power



Class Features

Weapon and Armor Proficiency: Warped Souls are proficient with all simple weapons, and two martial weapons of their choice. They are proficient with light and medium armors, as well as shields (but not tower shields).

Choose Aspect:
Starting at first level, the Warped Soul chooses between two Aspects, (Angelic or Fiendish). This choice can not be changed once made, and it will affect what Aspect Powers and Traits become available to the Warped Soul as they progress. It also changes the outwards appearance of the Warped Soul in dramatic ways. As the Warped Soul gains in power, the influence of their aspect becomes more and more obvious. Warped Souls with Fiendish Aspects often grow horns, their eyes gain a wicked glean, and they have an unnatural skin tone. Angelic Aspect Warped Souls seem bright, their eyes become intense and they seem to have a noble aura about them.

Aspect Powers:
The primary abilities of Warped Souls come from their choice of powers. Some powers have a minimum level requirement. A Warped Soul gains one power at 1st level, 2nd level, and every even level up to level 20. Some abilities can be expanded upon. By sacrificing the chance to gain a new power on a level which a Warped Soul qualifies for a new Aspect Power, they may choose to "upgrade" an existing power they know. Unless otherwise specified, all Aspect Powers are supernatural, standard actions.

Both Aspects share similar abilities, but there are a few unique to each. Fiendish abilities are offensive in nature, focusing on negative energy, soul eating and demoralization, while angelic abilities, conversely, have healing capabilities, and moral boosts.

Aspect Traits
Starting at first level, and every odd level there after up to level 19, the Warped Soul gains certain traits associated with their chosen Aspect. These traits are usually passive in nature, and offer less of a development choice than aspect powers. Occasionally, the Warped Soul is in fact given a choice in what traits manifest.



Fiendish Aspect Powers

"Say what you will about me being a no good, dirty, rotten demon girl. I love souls. They're sweet and savory, and go down quite smoothly with fresh screams of agony." - Cynthia Banesdal, Fiendish Warped Soul


Silver Tongue: Gain a +2 to bluff (this is a passive ability.). In addition, the Warped Soul may cast Charm Person (with a caster level equal to the Warped Soul's class levels), a number of times per day equal to their charisma modifier (minimum of 1). The DC to resist the effect is (10 + 1/2 Warped Soul Class Levels + CHA Modifier). At 6th level, the bonus to bluff increases to +4, and the Charm Person ability becomes Charm Monster.

You Shall Kneel: At 6th level, the Warped Soul may upgrade Silver Tongue into this ability. In addition to the powers granted by Silver Tongue, the Warped Soul may begin channeling a dominating aura a number of times per day equal to their Charisma modifier (minimum of 1). This functions similar to the Charm Monster, mass spell, except it affects all creatures within 30ft of the Warped Soul that can also see and hear them. The Warped Soul may channel this effect for three rounds as a move action. The DC to resist the charm effect is (10 + 1/2 Warped Soul Class Levels + CHA modifier). The caster level is equal to the Warped Soul's class levels


Serpent's Tongue: If the warped Soul possesses the You Shall Kneel power, they may choose this ability. The Warped Soul may cast Suggestion (with a caster level equal to the Warped Soul's class levels), on every creature affected You Shall Kneel or Silver Tongue. Creatures are entitled to a Will save against this effect, with a DC equal to (10 + 1/2 Warped Soul Class Levels + CHA modifier), but the creature takes a -4 penalty to their roll. Even if they succeed or fail their Will save, the Warped Soul may use this ability again as long as they are channeling You Shall Kneel.

Blade of Midnight: The Warped Soul can create a bolt of negative energy that shoots out in a 60ft line a number of times per day equal to their Charisma modifier (minimum of 1). It affects every creature in its path, and since it is negative energy, this ability heals undead creatures while harming living creatures. Blade of Midnight deals 1d6 + CHA modifier points of negative energy damage (or healing) per (Warped Soul Class level / 2), so a 14 level Warped Soul with this ability will deal 7d6 points of negative energy damage (or healing). Creatures damaged by this effect may attempt a Will save (DC equal 10 + 1/2 Warped Soul Class Levels + CHA modifier) for half damage.

Touch of Midnight: The Warped Soul may upgrade this ability into a more potent touch attack. If they do this, Blade of Midnight becomes a touch attack, however, the amount of negative energy dealt increases to 1d6 per Warped Soul Class level, as opposed to per Warped Soul Class Level divided by 2. If the Warped Soul chooses Touch of Midnight, they may not choose Burst of Midnight or Blast of Midnight.


Burst of Midnight: The Warped Soul may upgrade this ability into a nova of negative energy. If they do this, Blade of Midnight becomes an area attack centered around the Warped Soul, with an Area of 20ft. Upon choosing this ability, the Warped Soul may not choose Touch of Midnight, or Blast of Midnight.


Blast of Midnight: The Warped soul may upgrade this ability into a cone of negative energy, if they do so, Blade of Midnight becomes a 30ft cone. If the Warped soul chooses this ability, they may not choose Touch of Midnight or Burst of Midnight.


Wrath of Midnight: The Warped Soul may choose to upgrade the damage die of Blade of Midnight, (and all derivative abilities), to d8.

Scales: The Warped Soul's skin becomes scaly (or previously existing scales become harder) granting a natural armor bonus to armor class equal to 1/4 their Warped Soul Class Levels (minimum of 1), this stacks with any racial bonus to natural armor, and natural armor gained through other class features, but not natural armor gained through spells and items. This is a passive, extraordinary ability.

Natural Weapons: The Warped Soul's hands become sharp claws that deal 1d6 plus STR modifier points of slashing damage and have a critical range of 19-20. The claws are designed to dig in to an opponent, making it easier to grip a foe, as such, the Warped Soul gains the Improved Grapple feat as a bonus feat. The Warped Soul also grows a tail that ends in a wicked barb, that deal 1d4 plus 1/2 STR modifier points of piercing damage, and deals x3 damage on a successful critical hit. The Warped Soul is considered proficient with their natural weapons. This is a passive, extraordinary ability.

Devil's Touch: At 6th level, the Warp Soul may upgrade their tail attack. Each time the tail successfully strikes an opponent, the Warped Soul injects their foe with a deadly poison. The Warp Soul may choose either Strength, Dexterity, or Constitution as the ability the poison affects. They may only make this choice once after they have chosen this ability, and it can not be altered. Regardless of what they choose, the poison deals 1d6 points of ability damage initially, and another 1d6 points of ability damage 1 minute later. The fortitude save DC to resist the poison is equal to (10 + 1/2 Warped Soul Class Levels + CON modifier). This is an extraordinary ability.

Devour Soul: At 8th level the Warped Soul may gain this power, so long as they possess the Natural Weapons ability. If the Warped Soul has a creature pinned, (or if the creature is simply unable to defend themselves), they may make a grapple check, (as if attacking with a light weapon), using their newly formed demonic fangs as their weapon. If successful, they deal no damage, except the target gains one negative level as the Warped Soul slowly devours their life force. For each negative level bestowed upon a creature, the Warped Soul gains 1d10 + CHA modifier of temporary hitpoints for 1 hour.


Unholy Frenzy: If the Warped Soul has the Devour Soul ability, they may take this ability. After bestowing a negative, the Warped Soul may enter a frenzied state. They enter a state of fiendish ecstasy, providing them with a +4 bonus to Strength and Constitution, which may stack with the Rage ability (but not the Frenzy ability), for a number of rounds equal to (3 + CON modifier). The duration resets with each negative level bestowed upon another creature. However, while in this state, they attack anything and everyone that they can find (starting with immediate threats). If no threats are present, they may turn on their allies. It takes a Will save equal to (20 + 2 per negative level bestowed), in order to prematurely end the frenzy. The Warped Soul may hold off on going into this frenzy, with a Will save equal to (10 + 2 per negative level bestowed that day). They may not choose this ability if they chose the Dark Seduction ability.


Dark Seduction: If the Warped Soul possesses the Devour Soul ability, then they may choose this ability. Instead of biting down into a creatures spirit, they may instead kiss any humanoid target, siphoning their soul in the process. This bestows a negative level, just as the Devour Soul ability, except that the affected creature must make a Will save equal to (10 + CHA modifier + 4 per negative level bestowed), or become dominated (as the Dominate Person spell, with a caster level equal to the Warped Soul's class levels). The may not choose this ability if they chose the Unholy Frenzy ability. A Warped Soul may suppress this ability, allowing them to kiss people normally.

Affinity: The Warped Soul may choose a Domain of any evil aligned deity. They may cast each spell granted by that domain once per day. Treat 1/2 Warped Soul Class Levels as Cleric levels when determining caster level and which spells they can cast, (i.e a 10th level Warped Soul is treated as a 5th level Cleric, so they can cast up to 3rd level spells off the domain list at a caster level of 5). The Warped Soul may choose this ability twice, the second time it applies to a different domain. However, like a cleric, they must still choose which domain they gain the bonus spell from per day. Use the Warped Soul's Charisma modifier, instead of Wisdom, when determining the DC of the spells cast.

Like Minded: The Warped Soul's affinity for an aspect of the divine increases. The virtual cleric level increases by 2, so a 14th level Warped Soul is considered a 9th level cleric for the purposes of the Affinity ability. This affects both domains if they chose the Affinity ability twice.


Demonic Rush: At 8th level, the Warped Soul may gain an intense burst of speed during a charge a number of time per day equal to their Charisma modifier (minimum of 1). They may make a charge action, following the normal rules for doing so, except that it does not provoke attacks of opportunity for moving through threatened spaces. In addition, if the Warped Soul hits an opponent, they deal 1d8 points of sonic damage per Warped Soul Class Levels divided by 4, on top of the normal charge attack damage. They also continue through the opponent they attacked's space, moving on and possibly attacking another creature along the path of the charge. Creatures caught up in the effect must make a reflex save with a DC of (10 + 1/2 Warped Soul Class Levels + CHA modifier) or else be knocked prone. If successful, the creature steps out of the line of the charge, (they are still be subject to the attack of the charge), if there is no room to step aside, they are knocked prone, no save. The Warped Soul can not move through or knock down creatures 2 size categories larger than themselves, and creatures 1 size category larger than the Warped Soul have a +4 bonus to their save.

Demonic Shriek: The Warped Soul may improved this ability. If they choose to, at the end of Demonic Rush, the Warped Soul may release a shockwave, dealing 10d6 points of sonic damage to all creatures within 30ft, unless they pass a DC (10 + 1/2 warped Soul Class Levels + CHA modifier) Fortitude save for half damage.

Infernal Master At 10th, the Warped Soul may choose this ability. Once per day, they may summon a single evil aligned outsider to aid them for 1 hour. The outsider is not, however, under the complete control of the Warped Soul. It will obey orders, but not those that go against their nature. The outsider summoned can not have more than (The Warped Soul's Class Level - 4) Hit Dice.


Demoralizing Presence: The Warped Soul gains a menacing aura. All enemies that are within 30ft must succeed a DC (10 + 1/2 Warped Soul Class Levels + CHA modifier), or else receive -1 morale penalty to their attack and weapon damage rolls, and -2 morale penalty against fear affects. This is a mind-affecting, fear effect, and a passive ability.

Inspire Fear: The Warped Soul may upgrade Demoralizing Presence to this ability. If they do so, enemy creatures with equal or less hitdice than the Warped Soul within 30ft must make a Will save with a DC equal to (10 + 1/2 Warped Soul Class Levels + CHA modifier) or be shaken (in addition to the effects of Demoralizing Presence) for as long as they can see the Warped Soul, and 10 rounds after that. This is a mind affecting fear effect, and a passive ability.

Scum of the Earth: The Warped Soul gains the resilience their fiendish counterparts, who frequently spread misery by plague. The Warped Soul doubles their constitution bonus to fortitude saves when saving against diseases, whether they be mundane or magical in nature. This is a passive, and extraordinary ability.

Void Magnet: The Warped Soul's imbalance acts like a sort of magnet for spells. A number of times per day equal to the Warped Souls Charisma modifier (minimum of 1), as a free action they may force any spell caster who just cast a spell that targets a specific creature (such as Scorching Ray, Dominate Person, Chain Lightning etc.), to target the Warped Soul instead. The is a supernatural ability, but it still functions in an anti-magic field.

Negate Void: The Warped Soul may choose to this ability. When ever they are struck by a spell after using Void Magnet, before even attempting the save, the Warped Soul may make an opposed caster level check, using Warped Soul levels as caster levels. If the check succeeds the spell is simply negated, if not, then the spell continues as normal.

Absorb Void: If the Warped Soul possesses the Negate Void power, they may choose this ability. If they choose to, the Warped Soul gains the ability to absorb incoming spells when using their Void Magnet ability. If the Warped Soul successfully negates the spell, they may instead absorb it, and can cast it next round. The spell functions exactly as if the original caster had cast the spell, (it retains the same caster level, and any meta-magic feats applied). A Warped Soul may "hold on" to an absorbed spell for a number of rounds equal to their Charisma modifier (minimum of 1). If they absorb another spell within that time, the spell is lost to make room for the new one.


Fiendish Aspect Traits

1st Level: At first level, a fiendish Warped Soul adds the bluff skill to their class skill list. They also gain the ability to Detect Good (as the spell), a number of times per day equal to their Charisma modifier (minimum of 1).

3rd Level: At third level, a fiendish Warped Soul gains Low-Light vision. If they already had low-light vision, then they increase the range of the existing low-light vision, (so an elf would see 3 times as far as a human in low-light conditions).

5th Level: At fifth level, a fiendish Warped Soul may gain 5 resistance to either acid or cold, their choice.

7th Level: At seventh level, a fiendish Warped Soul may either increase their current resistance to 10, or gain 5 resistance to the element the didn't choose before (i.e acid or cold). In addition, they gain Darkvision of 30ft, if they already have Darkvision, increase it by 30ft.

9th Level: At ninth level, a fiendish Warped Soul gains DR 5/cold iron or DR 5/Silver, once chosen the damage reduction can not be altered. In addition, they gain telepathy out to 100ft.

11th Level: At eleventh level, a fiendish Warped Soul gains wings of darkness, providing them with a fly speed of 40ft, with average maneuverability. If they already had the ability to fly, uses the greater of the two fly speeds, and the better of the two maneuverabilities. These wings can be called or dismissed at any time as a supernatural ability, however, the wings themselves are not treated as supernatural, and therefore still operate in an anti-magic field, or similar effect, provided they were called before entering the effect. In addition, the Warped Soul's Darkvision increases out to 60ft, and they can see in magical darkness just like a Devil.

13th Level: At thirteenth level, a fiendish Warped Soul gains immunity to either Electricity, Fire or Poison.

15th Level: At fifteenth level, a fiendish Warped Soul gains an unholy aura that grants them spell resistance equal to (10 + Warped Soul class levels) against spells cast by good creatures or that have the [Good] descriptor. In addition, their damage reduction increases to 10/cold iron or 10/silver, depending on what they chose previously.

17th Level: At seventeenth level, a fiendish Warped Soul may increases one of their resistances to 10, or gain 5 resistance to the energy they did not choose before.

19th Level: At nineteenth level, a fiendish Warped Soul gains another immunity, drawn from the list given at level 13.




Angelic Aspect Powers

"It's just astonishing how people can be scared of me. I mean, I'm a fairly attractive specimen! Now, if an actual angel came down from Celanus, everybody'd be swooning over them. Me? Apparently I'm just a very scary, very attractive guy! Wait, what were we talking about? Oh yeah, one ale please." - Adamere Tobias, Angelic Warped Soul.


Charming Presence: Gain a +2 to diplomacy (this is a passive bonus). In addition, the Warped Soul may cast Charm Person (with a caster level equal to the Warped Soul's class levels), a number of times per day equal to their charisma modifier (minimum of 1). The DC to resist the effect is (10 + 1/2 Warped Soul Class Levels + CHA Modifier). At 6th level, the bonus to diplomacy increases to +4, and the Charm Person effect becomes Charm Monster.

Thou Shalt Not Kill: At 6th level, the Warped Soul may upgrade Charming Presence into this ability. In addition to the powers granted by Charming Presence, the Warped Soul may begin channeling a pacifying aura a number of times per day equal to their Charisma modifier (minimum of 1). This functions similar to the Charm Monster, mass spell (with caster level equal to the Warped Soul's class levels), except it affects all creatures within 30ft of the Warped Soul that can also see and hear them. The Warped Soul may maintan this ability for 3 rounds, provided they spend a move action each round to do so. Each round this ability is maintained, unaffected creatures are subjected to the charm effect again. The DC to resist the charm effect is (10 + Warped Soul Class Levels + CHA modifier). The caster level is equal to the Warped Soul's class levels.

Blade of High-Noon: The Warped Soul can create a bolt of positive energy to shoots out in a 60ft line a number of times per day equal to their Charisma modifier (minimum of 1). It affects every creature along its path, and since it is positive energy, this ability heals living creatures while harming undead. Blade of High-Noon deals 1d6 + CHA modifier points of positive energy damage (or healing) per (Warped Soul Class level / 2), so a 14 level Warped Soul with this ability will deal 7d6 points of positive energy damage (or healing). Creatures damaged by this effect may attempt a Will save (DC equal 10 + 1/2 Warped Soul Class Levels + CHA modifier) for half damage.

Touch of High-Noon: The Warped Soul may upgrade this ability into a more potent touch attack. If they do this, Blade of High-Noon becomes a touch attack, however, the amount of Positive Energy dealt increases to 1d6 per Warped Soul Class level, as opposed to per Warped Soul Class Level divided by 2. If the Warped Soul chooses Touch of High-Noon, they may not choose Burst of High-Noon.


Burst of High-Noon: The Warped Soul may upgrade this ability into a nova of positive energy. If they do this, Blade of High-Noon becomes an area attack centered around the Warped Soul, with an Area of 40ft. Upon choosing this ability, the Warped Soul may not choose Touch of High-Noon.


Blast of High-Noon: The Warped soul may upgrade this ability into a cone of positive energy, if they do so, Blade of High-Noon becomes a 30ft cone. If the Warped soul chooses this ability, they may not choose Touch of High-Noon or Burst of High-Noon.


Wrath of High-Noon: The Warped Soul May choose to upgrade the damage die of Blade of High-Noon, (and all derivative abilities), to d8.

Scared Armor: The Warped Soul gains a deflection bonus to armor class equal to 1/4 their Warped Soul Class Levels (minimum of 1). This is a passive ability. It is supernatural, but it still functions within an anti-magic field, or similar effect.

Affinity: The Warped Soul may choose a Domain of any good aligned deity. They may cast each spell granted by that domain once per day. Treat 1/2 Warped Soul Class Levels as Cleric levels when determining caster level and which spells they can cast, (i.e a 10th level Warped Soul is treated as a 5th level Cleric, so they can cast up to 3rd level spells off the domain list at a caster level of 5). The Warped Soul may choose this ability twice, the second time it applies to a different domain. However, like a cleric, they must still choose which domain they gain the bonus spell from per day. Use the Warped Soul's Charisma modifier, instead of Wisdom, when determining the DC to resist the spells.

Like Minded: The Warped Soul's affinity for an aspect of the divine increases. The virtual cleric level increases by 2, so a 14th level Warped Soul is considered a 9th level cleric for the purposes of the Affinity ability. This affects both domains if they chose the Affinity ability twice.

Weight of the World: A number of time per day equal to their Charisma modifier (minimum of 1), the Warped Soul places an immense spiritual weight upon designated creatures within 30ft. Unless they pass a DC (10 + 1/2 Warped Soul Class Levels + CHA modifier), Fortitude save, they are knocked prone, and have their movement speed halved. Even if they succeed the save, their movement speed is still halved. Flying creatures may not fly (unless it's supernatural flight), even if they make their save, (but they do not take fall damage if they succeed their save). This effect lasts a number of rounds equal to the Warped Souls Charisma modifier (minimum of 1).

Blinding Light: The Warped Soul emits a sudden blinding light. All Creatures within 100ft Must succeed a DC (10 + 1/2 Warped Soul Class Levels + CHA modifier) Reflex save, or be blinded for 2 rounds, and dazzled for 5 rounds after that. The Warped Soul may choose to control this burst of light, creating a 60ft cone instead.

Holy Light: The Warped Soul may upgrade this ability. If they choose to, Blinding Light now causes creatures vulnerable to sunlight, such as vampires and wraiths, that fail their Reflex saves to suffer to effects of being exposed to sunlight (i.e vampires are destroyed and wraiths are powerless). Creatures who are not immediately destroyed by sunlight have the negative effects last for 5 rounds.

Affliction: At level six, the warped Soul may choose this ability. A number of times per day equal to their Charisma modifier (minimum of 1), the Warped Soul may smite a target with a divine curse, unless the target passes a DC (10 + 1/2 Warped Soul Class Levels + CHA modifier) Fortitude save. If the creature fails their save they take 1d6 plus (1/2 Warped Soul's CHA modifier) ability damage to any one ability score. Whether or not the save succeeds or not, the Warped Soul may not affect the same ability score of that creature with Affliction for 24 hours.

Celestial Charge: At 8th level, the Warped Soul may gain an intense burst of speed during a charge a number of time per day equal to their Charisma modifier (minimum of 1). They may make a charge action, following the normal rules for doing so, except that it does not provoke attacks of opportunity for moving through threatened spaces. In addition, if the Warped Soul hits an opponent, they deal 1d8 points of sonic damage per Warped Soul Class Levels divided by 4, on top of the normal charge attack damage. They also continue through the opponent they attacked's space, moving on and possibly attacking another creature along the path of the charge. Creatures caught up in the effect must make a Reflex save with a DC of (10 + 1/2 Warped Soul Class Levels + CHA modifier) or else be knocked prone. If successful, the creature steps out of the line of the charge, (they are still be subject to the attack of the charge), if there is no room to step aside, they are knocked prone, no save. The Warped Soul can not move through or knock down creatures 2 size categories larger than themselves, and creatures 1 size category larger than the Warped Soul gain a +4 bonus to their save.

Celestial Nova: The Warped Soul may improved this ability. If they choose to, at the end of Celestial Charge, a shockwave is released, dealing 10d6 points of sonic damage to all creatures within 30ft, unless they pass a DC (10 + 1/2 warped Soul Class Levels + CHA modifier) Fortitude save for half damage.


Radiant Half-Soul: At 8th level, the Warped Soul may choose this ability. They radiate positive energy, becoming immune to negative energy and effects caused by negative energy, and all allies within 60ft gain a +4 bonus to their saves against such effects. This ability functions even while the Warped Soul is unconscious, but not when they are dead or within an anti-magic zone. This is a passive ability. At 14th level, they become immune to death magic, and allies gain a +4 bonus to their saves to resist death magic, as long as they are within 60ft of the Warped Soul.

Friends in High Places At 10th level, the Warped Soul may choose this ability. Once per day, they may summon a single good aligned outsider to aid them for 1 hour. The outsider is not, however, under the complete control of the warped Soul. It will obey orders, but not those that go against their nature. The outsider summoned can not have more than (The Warped Soul's Class Level - 4) Hit Dice. The creature does not have the ability to summon any more of it's kind (if it was able to do so in the first place).

Bridge the Void: At level 12, the Warped Soul may choose this ability. They may bring back the dead, as if they had cast the spell Raise Dead. They do not need the material component to perform this ability, but they can only use Bridge the Void once per week.

Holy Ghost: At 18th level, the Warped Soul may choose this ability, so long as they have [i]Bridge the Void. The Warped Soul is able to stay conscious in the Void, even after the trauma of death. If the Warped Soul perishes, within 1 round, they may return as a ghost. For all intents and purposes, treat them as they were alive, but they are now incorporeal. They revive with full hit points in the space they died, and have all of the gear and equipment they were carrying while alive, and remain this way for 1 hour. All of the Warped Soul's aspect powers function as normal, but since they are incorporeal, there is a 50% chance the abilities miss their target. Since all aspect powers function as normal, it is even possible to use Bridge the Void on the Warped Soul's own body (which is not subject to the 50% chance to miss), provided there is enough of it remaining for the Raise Dead spell to function. The Warped Soul may become a holy ghost only once a week. If the Warped Soul "dies" again while under the effects of this ability (i.e they reach 0 hitpoints), the Warped Soul falls unconscious, slips back into the Void, and finally dies. Although they can still be resurrected.

Commanding Presence: The Warped Soul gains an inspiring aura. All allies (including the Warped Soul) that are within 30ft receive +1 morale bonus to their attack and weapon damage rolls, and +2 morale bonus against fear affects. The is a passive, extraordinary ability.

Inspire Awe: The Warped Soul may upgrade Commanding Presence to this ability. If they do so, enemy creatures with equal or less hitdice than the Warped Soul within 30ft must make a Will save with a DC equal to (10 + 1/2 Warped Soul Class Levels + CHA modifier) or be shaken for as long as they can see the Warped Soul, and 10 rounds after that. This is a mind-affecting fear effect and a passive ability.

Divine Fortitude: The Warped Soul obtains the resilience their angelic counterparts gain in order to better fight their infernal enemies. The Warped Soul doubles their constitution bonus to fortitude saves when saving against poison. This is a passive, extraordinary ability

Void Magnet: The Warped Soul's imbalance acts like a sort of magnet for spells. A number of times per day equal to the Warped Souls Charisma modifier (minimum of 1), as free action, they may force any spell caster who just cast a spell that targets a specific creature (such as Scorching Ray, Dominate Person, Chain Lightning etc.), to target the Warped Soul instead.

Negate Void: The Warped Soul may choose to this ability. When ever he is struck by a spell after using Void Magnet, before even attempting the save, the Warped Soul may make an opposed caster level check, using Warped Soul levels as caster levels. If the check succeeds the spell is simply negated, if not, then the spell continues as normal.

Absorb Void: If the Warped Soul possesses the Negate Void power, they may choose this ability. If they choose to, the Warped Soul gains the ability to absorb incoming spells when using their Void Magnet ability. If the Warped Soul successfully negates the spell, they may instead absorb it, and can cast it next round. The spell function exactly as if the original caster had cast the spell, (it retains the same caster level, and any meta-magic feats applied). A Warped Soul may "hold on" to an absorbed spell for a number of rounds equal to their Charisma modifier (minimum of 1). If they absorb another spell within that time, the spell is lost to make room for the new one.


Angelic Aspect Traits


1st Level: At first level, an angelic Warped Soul adds the diplomacy skill to their class skill list, and may Detect Evil (as the spell), a number of times per day equal to their Charisma modifier (minimum of 1).

3rd Level: At third level, an angelic Warped Soul gain Low-Light vision. If they already had low-light vision, it further increases the range of the existing low-light vision, (so an elf would see 3 times as far as a human in low-light conditions).

5th Level: At fifth level, an angelic Warped Soul may gain 5 resistance to either electricity or fire, their choice.

7th Level: At seventh level, an Angelic warped Soul may either increase their current resistance to 10, or gain 5 resistance to the element the didn't choose before (i.e electricity or fire). In addition, they gain Darkvision of 30ft, if they already have Darkvision, increase it by 30ft.

9th Level: At ninth level, an angelic Warped Soul gains DR 5/evil (even if they are not good). In addition, they are treated as permanently being under the Tongues spell.

11th Level: At eleventh level, an angelic Warped Soul gains wings of light, providing them with a fly speed of 40ft, with average maneuverability. If they already had the ability to fly, uses the greater of the two fly speeds, and the better of the two maneuverability. These wings can be called or dismissed at any time as a supernatural ability, however, the wings themselves are not treated as supernatural, and therefore still operate in an anti-magic field, or similar effect, provided they were called before entering the effect. In addition, the Warped Soul's Darkvision increases out to 60ft.

13th Level: At thirteenth level, an angelic Warped Soul gains immunity to either Cold, acid, or petrification.

15th Level: At fifteenth level, an angelic Warped Soul gains a sacred aura that grants them spell resistance equal to (10 + Warped Soul class levels) against spells cast by evil creatures or that have the [Evil] descriptor. In addition, their damage reduction increases to 10/evil.

17th Level: At seventeenth level, an angelic Warped Soul may increase one of their resistances to 10, or gain 5 resistance to the energy they did not choose before.

19th Level: At nineteenth level, an angelic Warped Soul gains another immunity, drawn from the list given at level 13.




Let me know what you think! I apologize in advance for any typos. As I refine this class, hopefully I'll catch them.

And thanks in advance for any feedback!

Loek
2014-05-27, 12:56 PM
Haven't read everything yet, but I feel the need to point out a few things:

While I'm a massive fan of leaving alignment out of it, the fact that you grant "detect alignment" as a first level ability, would make me put alignment restrictions on the heritages (any non-good for fiendish and any non-evil for angelic). Just how I feel about it.

Secondly, while I like that getting low-light vision again isn't wasted, I'd not double the range, but just add one, so low-light (twice as far) becomes low-light (thrice as far). Which, I believe, is how dnd usually handles double multiplications of 2.


Specific stuff I just scanned through:

Scales, clearly noted on racial, item and spell stacking... but what about class features (dragonfire adepts "scales" for example)

Affinity, probably grants you 1/day of all castable spells of the second domain as well, but currently could also be seen that you can choose between the two (per level). Also, maybe grant a +2 on virtual cleric level when you take it the second time? (or something scalable)

Bridge the Void, I like the idea, but giving it 1 level early (even if it's once a week) and no material component (5k is a lot early on)... feels iffy. I can see the party taking a month of so that the warped soul can do all the raising for free (first one being the cleric/wizard for "gentle repose" spells).

The immunity/resistances make sense if you look at it from level 20 backwards. However, gaining resistance to something first and then suddenly immunity to another thing see weird from a progression stand point. Maybe upgrade one of their resistances to immunity and grant resistance to one of the weaker ones instead? (angelic: level 5 cold or acid, then at level 13 upgrade it to immunity, and give whatever value of resistance they had to either fire or electricity)


Beyond that, I like it (as I should, since I used similar heritage stuff for my warlock fix). And the description of the class gave me an idea for a race... will work on that in a bit.

TheFamilarRaven
2014-05-27, 02:46 PM
While I'm a massive fan of leaving alignment out of it, the fact that you grant "detect alignment" as a first level ability, would make me put alignment restrictions on the heritages (any non-good for fiendish and any non-evil for angelic). Just how I feel about it.

Detect good/evil is a first level cleric spell with no [Good] or [Evil] descriptors, in other words, an evil cleric is not restricted to casting detect good. So having an alignment restriction because they have those abilities is just arbitrarily restrictive. I mean, paladins are restricted to lawful good because they are (supposed to be) the embodiment of LG, not because they have detect evil. Would it be more useful to have detect evil if you were a neutral or good aligned Warped Soul? Quite possibly, but that doesn't mean it should restrict the class' alignment.

Besides, I just felt like giving them something more than a second skill they may or may not put ranks in.


Secondly, while I like that getting low-light vision again isn't wasted, I'd not double the range, but just add one, so low-light (twice as far) becomes low-light (thrice as far). Which, I believe, is how dnd usually handles double multiplications of 2.

Agreed, I don't know what I was thinking when I doubled the range again.


Specific stuff I just scanned through:


Scales, clearly noted on racial, item and spell stacking... but what about class features (dragonfire adepts "scales" for example)

Good catch, I'll clarify that.


Affinity, probably grants you 1/day of all castable spells of the second domain as well, but currently could also be seen that you can choose between the two (per level). Also, maybe grant a +2 on virtual cleric level when you take it the second time? (or something scalable)

I'll clarify, it'll probably end up being like the cleric ... able to pick and choose per day. The +2 doesn't sound so bad, but I'm hesitant to grant them casting (even if it's only one spell per day) beyond 5th level.

Honestly, this is an ability I love an hate. One hand, it's a nice way to pick up some utility as a melee class, but on the other, it's so nice it would be silly NOT to take it. Which is is kind of not what I'm aiming for.


Bridge the Void, I like the idea, but giving it 1 level early (even if it's once a week) and no material component (5k is a lot early on)... feels iffy. I can see the party taking a month of so that the warped soul can do all the raising for free (first one being the cleric/wizard for "gentle repose" spells).

Your right, that was my bad. I always think raise dead is a 4th level. Moving the ability to level 12.


The immunity/resistances make sense if you look at it from level 20 backwards. However, gaining resistance to something first and then suddenly immunity to another thing see weird from a progression stand point. Maybe upgrade one of their resistances to immunity and grant resistance to one of the weaker ones instead? (angelic: level 5 cold or acid, then at level 13 upgrade it to immunity, and give whatever value of resistance they had to either fire or electricity)

Resistance is weaker than immunity, so you get it earlier. All resistances and immunities for angelic Warped Souls are drawn from HERE (http://www.d20srd.org/srd/monsters/angel.htm) ... and fiendish resistances and immunities are from HERE (http://www.d20srd.org/srd/monsters/devil.htm) and HERE (http://www.d20srd.org/srd/monsters/demon.htm). So while they may not make sense in terms of progression, they do make sense when you look at the heritage of the Warped Soul.

And I don't really think here can be an argument for gradual progression of immunity (maybe for balance reasons), but flavor-wise, all angels are immune to acid cold and petrification, even the weakest ones. in other words, angels/demon/devils don't get gradual progression, so neither will the Warped Soul.



Beyond that, I like it (as I should, since I used similar heritage stuff for my warlock fix). And the description of the class gave me an idea for a race... will work on that in a bit.

Your welcome I guess :smalltongue:

Thanks for the critique, I really needed someone else to look over this. You've helped a bunch!

Loek
2014-05-28, 05:15 AM
I know where the immunities and resistances come from, I'm just suggesting making it work a little differently.

currently the progression (for angelic) is as follows:
5th Level: At fifth level, an angelic Warped Soul may gain 5 resistance to either electricity or fire, their choice.

7th Level: At seventh level, an Angelic warped Soul may either increase their current resistance to 10, or gain 5 resistance to the element the didn't choose before (i.e electricity or fire).

13th Level: At thirteenth level, an angelic Warped Soul gains immunity to either Cold, acid, or petrification.

17th Level: At seventeenth level, an angelic Warped Soul may increase one of their resistances to 10, or gain 5 resistance to the energy they did not choose before.

19th Level: At nineteenth level, an angelic Warped Soul gains another immunity, drawn from the list given at level 13.


My suggestion would be as follows:

5th Level: At fifth level, an angelic Warped Soul may gain 5 resistance to either Cold or acid, their choice.

7th Level: At seventh level, an Angelic warped Soul may either increase their current resistance to 10, or gain 5 resistance to the element the didn't choose before (i.e cold or acid).

13th Level: At thirteenth level, an angelic Warped Soul gains immunity to one of the elements their heritage granted them resistance to (cold or acid) or petrification. If he chooses cold or acid, he gains an equal amount of resistance to fire or electricity (his choice).

17th Level: At seventeenth level, an angelic Warped Soul may increase one of their resistances to 10, or gain 5 resistance to the energy they did not choose before (cold or acid only).

19th Level: At nineteenth level, an angelic Warped Soul gains another immunity, in a similar fashion to the level 13 ability.

Example:
At level 5, Hank takes resistance to cold 5.
At level 7, that becomes cold 10.
At level 13, that becomes immunity to cold and resistance to fire 10.
At level 17, it becomes resistance fire 10/acid 5.
At level 20, he gains immunity to petrification or acid (in which case he also gains resistance electricity 5)

Example 2:
At level 5, Hank takes resistance to cold 5.
At level 7, that becomes cold 5 and acid 5.
At level 13, that becomes immunity to acid and resistance to electricity 5 (and he still has resistance cold 5).
At level 17, it becomes resistance fire 5 and cold 10.
At level 20, he gains immunity to petrification or cold (in which case he also gains resistance fire 10)

Example 3:
At level 5, Hank takes resistance to acid 5.
At level 7, that becomes cold 5 and acid 5.
At level 13, that becomes immunity to petrification (and he still has resistance cold 5/acid 5).
At level 17, it becomes resistance acid 10 and cold 5.
At level 20, he gains immunity to acid or cold (which means he gets resistance to either electricity or fire at 5 or 10 - depending on which immunity he picked)


My reasoning:

Because angels have immunity to cold/acid/petrification it would make sense that a (hypothetical) baby angel would start by gaining resistance to those elements, slowly progressing towards immunity. And the elements they have resistance to are gained slower/later.

Think of immunity as resistance (infinite), in terms of progression. If that makes more sense.

All in all, not a massive change, but one I feel makes their abilities flow more naturally (as far as anything of a imaginary hypothetical creatures based on other such creatures can be said to be natural in any way, shape or form).

TheFamilarRaven
2014-05-28, 09:14 AM
I know where the immunities and resistances come from, I'm just suggesting making it work a little differently.

I can see where you are coming from, but as a counter point - is your way just running into the same problem you saw with the original resistance/immunity progression?

For example, in mine, the Warped Soul slowly gains resistances to one or more elements, then suddenly gains immunity in an unrelated element.

Meanwhile, in yours, the resistances eventually morph into immunities, but then suddenly, the Warped Soul can gain a resistance to a completely unrelated element, that is just as strong as the previous resistance, before it became an immunity.

For instance: Hank grabs Acid resistance 5 at level 5. The then he gets grabs resistance to acid 10 at seventh. at 13th level, he gains acid immunity, but then suddenly he now has resistance 10 in fire.


Anyway, I don't think theres a right way to do it, or a more "natural" way. My original reasoning was just sticking to the listed immunities and granting them a certain level, while taking the list of resistances and having them progress throughout the class.

Also, I changed the word "heritage" to aspect. Because the Warped Souls are NOT descendants of angels/fiends, ergo, they don't "inherit" anything.

Syne
2014-06-03, 07:16 PM
As far as I see it, there are a few issues with this class.

The most important one is, what do you want this class to be? Right now, I can't really make that out. It has high BAB and nothing to use it with (except grapple checks, heh). It has some abilities that dish out damage, but not consistently enough to be a damage dealer. It doesn't have the versatility of a low-tier caster or Factotum, and it doesn't have the flexibility of a martial adept.

What do you imagine a PC of this class doing, round per round? Is he throwing Blade of Midnight? Is he using the cleric spells from Affinity? Is he doing all of these things? I recommend that you choose a main path and a few sidestreets, or alternatively provide several main paths to choose from. Each main path should have a lot of support from the surrounding abilities; it shouldn't just be a one-off thing, or just have a few abilities.

With the current abilities, the only thing I can imagine this guy being is some sort of tank, with limited (but effective) self-heal, some damage dealing abilities, DR, and decent hit points. This is assuming the issues with the abilities are fixed, though.

You Shall Kneel: Mass Charm Monster is an 8th level spell, and giving access to a souped up version of it to a 6th level character is an automatic no-no. As it is, this power lets you run an army of overpowered cohorts, and can even be used in the middle of battle as a reasonably effective "I Win" button. And then you get the enemies as cohorts as well.

Blade: Does this deal (1d6 + CHA)/2 levels, or (1d6 / 2 levels) + CHA? The example doesn't really match the rules text.

X of Midnight: My issue with these abilities is the lack of flexibility. The Soul should be able to choose the shape of the Blade of Midnight. Otherwise, taking any of these powers doesn't actually make your character better, just different. You'll probably be wishing you hadn't taken any of these if you suddenly need a line blast.

Unholy Frenzy: This ability doesn't really provide any benefit. You don't have anything to use those bonuses with, and even if you did, it wouldn't be worth the price. With how the will save mechanic works, you'll just end up forcing your party to kill you. There isn't any way to fix this, either; even if the bonuses were worth it, you'd just end up some sort of Frenzied Berserker, and those guys... are never good.

Dark Seduction: This ability is similar to You Shall Kneel. Although this time the spell is of the appropriate level, it's at-will (and unlimited) and can have an impossible save DC, so it can be abused in much the same way; creating an army of slaves. However, limiting it severely will just end up making it worse than the spell itself. Whatever you do, the Soul will have a bunch of slaves running around (not necessarily a bad thing, though).

Infernal Master / Friends in High Places: I recommend you compile an explicit list of creatures you can bind in this way. There are two issues. First of all, if you get to pick and choose outsiders, you can take one with a low HD but very high CR; this could be unbalancing. The second issue is that if you do pick and choose in this way, you're basically giving the Soul access to high-level spells, such as raise dead, commune, Resurrection, greater restoration, and the like. This sort of runs over other class features.

TheFamilarRaven
2014-06-03, 08:18 PM
Thanks for the PEACH, i took a gander at your Investigate skill and I'll of course look it over again when you comment.

Thanks for finding the issues with the class .. I'll work on fixing the vagueness, and I'll of course reign in some of the Win buttons, and make Unholy frenzy viable, (although I mean ... going into a demonic rampage is pretty beast though ....)